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Old 02 August 2019, 21:07   #141
Retro1234
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I guess the X68000 Sprites must be stored like this - wonder if there's any sprite ripping tools for that.
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Old 02 August 2019, 21:28   #142
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But anyway it should be possible to do something alot better than what exists as Master464 found on AGA the characters can be displayed as Sprites and not Bob's, Commodore should have commissionend the port themselves.
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Old 03 August 2019, 09:49   #143
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Hi,

It is possible to extract all graphics and sounds from the original arcade roms easily. It is possible to adapt the colors, graphics and sounds to the Amiga. The game logic is also extractable in assembler 68k code. What is challenging is the graphics chip of the Amiga, everything needs to be redone to fit in the Amiga custom chip limits.
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Old 03 August 2019, 11:12   #144
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And in the end you'd have not enough buttons to control this properly..

And gameplay is what SF2 is all about..
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Old 03 August 2019, 11:45   #145
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Quote:
Originally Posted by Steril707 View Post
And in the end you'd have not enough buttons to control this properly..

And gameplay is what SF2 is all about..
the amiga supports 6 buttons. You need to buy the joypad corresponding
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Old 03 August 2019, 11:46   #146
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Quote:
Originally Posted by Faserone View Post
Hi,

It is possible to extract all graphics and sounds from the original arcade roms easily. It is possible to adapt the colors, graphics and sounds to the Amiga. The game logic is also extractable in assembler 68k code. What is challenging is the graphics chip of the Amiga, everything needs to be redone to fit in the Amiga custom chip limits.
exactly !
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Old 03 August 2019, 12:21   #147
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If someone is motivated, we can do a demo of what is feasible. I can work on graphics and sound, need someone to write the code though. Most logical would be to work on AGA chipset. Anyone with some AGA and assembler skills in here ?
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Old 03 August 2019, 12:24   #148
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Master484 has already done a demo

Last edited by lilalurl; 03 August 2019 at 16:20.
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Old 04 August 2019, 11:52   #149
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the amiga supports 6 buttons. You need to buy the joypad corresponding

Or use keyboard keys
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Old 06 August 2019, 09:57   #150
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Or use keyboard keys
Unfortunately if you try to press too many keys at once some of them are not registered. Had that problem with Hired Guns deathmatch

We are going around in circles here. It's possible to do better than the existing port, but until someone does it this is all speculation and most of it is totally uninformed (hi dlfrsilver).
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Old 06 August 2019, 10:30   #151
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And the question is (like always), are we talking about OCS or AGA.
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Old 06 August 2019, 10:44   #152
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If You want "as good as possible" version, of course it's about AGA! :P

And by the way, Amiga can support up to seven buttons. Some people probably forgot that [PLAY] is also button.
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Old 06 August 2019, 10:52   #153
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If AGA, then I'd go with this approach http://eab.abime.net/showthread.php?t=96990 .

So, who of you will take this massive challenge and code a proper street fighter for the 1200?
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